Web Trends Brandon Hall

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    Web Trends Brandon Hall - Presentation Transcript

    1. Gary Woodill & Janet Clarey Web 2.0 Trends & Applications for Learning
    2. How to Participate
      • E-mail your questions and comments to [email_address] and [email_address]
      • TWEET! – send Twitter messages to your followers, and to me at @gwoodill - use #BrandonHall in your tweets so we can find them
      • Post questions during the session – we will answer them at the end
    3. Agenda
      • A theory about technology innovation lifecycles
      • Learning technologies in 1996, 2006, 2009, 2014
      • Differences between Version 1.0 and Version 2.0
      • Web 2.0 tools and technologies gaining traction
      • How Web 2.o tools and technologies are used to support workplace learning
      • Q & A
    4. Multimedia Technologies (1996) Animation Tools – Assessment Tools – Audio Production – Authoring Tools– Browsers – CDs – E-Mail – Graphics Tools – Presentation Tools – Search – Quicktime Video
    5. E-Learning Technologies (2006) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e-Mail – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Haptics – Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Mobile Learning – Natural Language Processing – Peer to Peer – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds (RSS) – Wikis
    6. E-Learning Technologies (2009) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics – Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
    7. Theory of Innovation
    8. Technology Innovation Cycle Problems  New ideas and tinkering 
    9. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)
    10. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)  Resistance and Hype 
    11. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”
    12. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.” Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.”
    13. Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.” Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.” AT&T (1970) – “No commercial use for computer networking” – gave computer networking back to US Defense Department after a 6 month trial
    14. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)  Resistance and Hype  New Technology  (Version 2.0)
    15. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)  Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”) 
    16. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)  Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services 
    17. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)  Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions 
    18. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)  Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions  New Problems 
    19. Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)  Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions  New Problems  Cycle starts with new players
    20. Theory of Innovation Products  Applications  Services Technology Curve Applications Curve (Content/Processes) Services Curve  “ Solutions”  | | | | | E-Learning is here
    21. Version 1.0 – Supportive Innovation “ We look at the present through a rear-view mirror. We march backwards into the future.” Marshall McLuhan
    22. Steamship 1.0
    23. Electric Light 1.0
    24. Automobiles 1.0
    25. Turn Signals 1.0 “ Trafficators”
      • Supportive Technologies
      • Some learning technologies are SUPPORTIVE of the current way of doing things:
      • Examples:
      • Virtual Classrooms
      • Presentation Software
      • Authoring Tools
      • Assessment Tools
      • Learning Management Systems
      Learning Technologies 1.0
      • Disruptive Technologies
      • Other learning technologies are DISRUPTIVE of the current way of doing things:
      • Examples:
      • Global Networking
      • Artificial Intelligence
      • Peer to Peer Technologies
      • Collaboration Software
      • Learner generated content
      • Wearable computing
      Learning Technologies 2.0
    26. Theory of Innovation
    27. Theory of Innovation
    28. Theory of Innovation
    29. Theory of Innovation Peaking technologies Ascending technologies Maturing technologies Developing technologies Declining technologies ? Product Innovation Curve
    30. Theory of Innovation Developing technologies Product Innovation Curve (2006) Affective Computing Avatars Classroom Response Systems Data Mining Decision Support Software Gesture and Facial Recognition Haptics Mashups and Web Services Personal Learning Environments Smart Labels and Tags Telepresence Wearable Computing
    31. Theory of Innovation Ascending technologies Product Adoption Curve (2006) Social Networking Tools Web Feeds Simulation Tools Social Bookmarking Personalization Semantic Web Mobile Technologies Wiki Tools Location Tools Gaming Blogs Agents Robotics
    32. Theory of Innovation Peaking technologies Product Innovation Curve (2006) Collaboration Tools Search Engines Intelligent Tutoring Visualization
    33. Theory of Innovation Maturing technologies Product Innovation Curve (2006) Animation Software Assessment Tools Audio and Podcasting Tools Authoring Tools Browsers Communications Tools Competency Tracking Software Content Management Systems Display Technologies E-Portfolio Tools Graphics Tools Learning Management Systems Learning Objects and Repositories Metadata, Ontologies, Taxonomies Natural Language Processing Peer-to-Peer Technologies Portals Presentation Tools Rapid E-Learning Tools Video and IPTV Virtual Reality VoIP and Telephony
    34. Theory of Innovation Declining technologies Product Innovation Curve (2006): Computer Assisted Instruction Computer Based Training (CBT) CD-ROM DVD-ROM Floppy Disks
    35. The Big Picture Peaking technologies Ascending technologies Maturing technologies Developing technologies Declining technologies Training Technologies (1996) Compact Discs Web 1.0 Text Only Internet CBT Overheads
    36. The Big Picture Peaking technologies Ascending technologies Maturing technologies Developing technologies Declining technologies Training Technologies (2006) Web 2.0/Clouds Robotics/Agents Web 1.0 Compact Discs Text Only Internet
    37. The Big Picture Peaking technologies Ascending technologies Maturing technologies Developing technologies Declining technologies Training Technologies (2009) Robotics/Agents Collective Learning Web 2.0 Web 1.0 Compact Discs
    38. The Big Picture Peaking technologies Ascending technologies Maturing technologies Developing technologies Declining technologies Training Technologies (2014) Collective Learning Bio-learning Robotics/Agents Web 2.0/Clouds Web 1.0
    39. E-Learning Technologies (2009) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics – Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
      • Social Networking Services
      • Blogs
      • Wikis
      • Virtual Worlds
    40. Social Networking Services 16
      • Find experts
      • Get fast answers
      • Build relationships
      • Informal learning
    41. Blogs 16
      • Capture knowledge
      • Reflection
      • Feedback
      • Professional Development
    42. Wikis 16
      • Manage information
      • Provide documentation
      • Share resources
      • Knowledge repository
    43. Virtual Worlds 16
      • Greater social presence compared with other learning technologies
      • Enhanced interaction
      • Realistic 3D objects and environments
    44. Hewlett-Packard Web 2.0 Community 16
      • Components of the Web 2.0 Online Learning Community:
      • Blogs
      • Discussion Board
      • Social Bookmarks
      • Wiki
      • User-generated content
    45. Hewlett-Packard Blogs 16
      • Shared authorship:
      • Novice
      • Expert
      • Course vendor
      • Learning & Development
      • Supports:
      • Audio/ Video
      • Images
      • RSS Feeds
    46. Hewlett-Packard Discussion Board 16
      • Share knowledge
      • Share experiences
      • L & D facilitates discussions
    47. Hewlett-Packard User-Generated Content 16
      • Rapid development tools
      • Instructional design support
    48. Hewlett-Packard Wiki 16
      • HPedia
      • Same framework as Wikipedia
    49. Hewlett-Packard Social Bookmarking 16
      • Stores bookmarks on server
      • Tag and share resources
    50. Hewlett-Packard : Measuring 16
    51. Hewlett-Packard : Benefits 16
        • Time and Cost Savings
        • Productivity Improvement
        • Common Language
    52. GE Contractual Services : Virtual World 16 Training program to elicit time-critical strategic behavior in response to a forced outage situation
    53. GE Contractual Services: Virtual World 16
      • Design
      • Movie storyline
      • 3 hours
      • Game-based steps
      • Uses actual tools staff would use (PDA, cell phone, laptop)
    54. GE Contractual Services: Virtual World 16
      • Game design
      • Automated bots mimic personnel
      • Simulation uses artificial intelligence to provide responses
      • Hidden timeline used
    55. GE Contractual Services: Virtual World 16
      • Benefits
      • Improves time response to outages
      • Better organization of people and equipment
      • Accuracy and appropriateness of performance
      • Increases confidence
    56. Summary
      • There has been an “explosion” of learning technologies since the mid-1990s
    57. Summary
      • There has been an “explosion” of learning technologies since the mid-1990s
      • Theory of innovation lifecycles suggests that change is discontinuous
    58. Summary
      • There has been an “explosion” of learning technologies since the mid-1990s
      • Theory of innovation lifecycles suggests that change is discontinuous
      • Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
    59. Summary
      • There has been an “explosion” of learning technologies since the mid-1990s
      • Theory of innovation lifecycles suggests that change is discontinuous
      • Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
      • Market is starting to consolidate
    60. Summary
      • There has been an “explosion” of learning technologies since the mid-1990s
      • Theory of innovation lifecycles suggests that change is discontinuous
      • Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
      • Market is starting to consolidate
      • Web 2.0 tools (especially Social Media) are now prominent
    61. Summary
      • There has been an “explosion” of learning technologies since the mid-1990s
      • Theory of innovation lifecycles suggests that change is discontinuous
      • Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
      • Market is starting to consolidate
      • Web 2.0 tools (especially Social Media) are now prominent
    62. Summary
      • There has been an “explosion” of learning technologies since the mid-1990s
      • Theory of innovation lifecycles suggests that change is discontinuous
      • Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
      • Market is starting to consolidate
      • Web 2.0 tools (especially Social Media) are now prominent
      • Need to experiment with the new tools – “low cost failure”
    63. Q & A Here is how you can connect us: E-Mail: [email_address] [email_address] Blog: http://brandon-hall.com/garywoodill http://brandon-hall.com/janetclarey Website: http://www.brandon-hall.com Twitter: @gwoodill @jclarey Thank you!

    + Janet ClareyJanet Clarey, 6 months ago

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